
import UIKit
import SwiftUI

import SpotifyService

class SceneDelegate: UIResponder, UIWindowSceneDelegate {

  var window: UIWindow?
  
  func scene(_ scene: UIScene, openURLContexts URLContexts: Set<UIOpenURLContext>) {
    if let url = URLContexts.first(where: { $0.url.absoluteString.contains(Auth.callBackURI) })?.url {
      guard let code = Auth.parseCallback(url: url) else {
        assertionFailure("Auth Error")
        return
      }
      if let current = BackendStackManager.shared.current {
        current.receiveAuthCode(code)
      } else {
        assertionFailure("No current active.")
      }
    }
  }

  func scene(_ scene: UIScene, willConnectTo session: UISceneSession, options connectionOptions: UIScene.ConnectionOptions) {
    // Use this method to optionally configure and attach the UIWindow `window` to the provided UIWindowScene `scene`.
    // If using a storyboard, the `window` property will automatically be initialized and attached to the scene.
    // This delegate does not imply the connecting scene or session are new (see `application:configurationForConnectingSceneSession` instead).

    // Create the SwiftUI view that provides the window contents.
    
    let viewModel = AppContainerViewModel()
    let contentView = AppContainerView(viewModel: viewModel)

    // Use a UIHostingController as window root view controller.
    if let windowScene = scene as? UIWindowScene {
        let window = UIWindow(windowScene: windowScene)
        window.rootViewController = UIHostingController(rootView: contentView)
        self.window = window
        window.makeKeyAndVisible()
    }
  }

  func sceneDidDisconnect(_ scene: UIScene) {
    // Called as the scene is being released by the system.
    // This occurs shortly after the scene enters the background, or when its session is discarded.
    // Release any resources associated with this scene that can be re-created the next time the scene connects.
    // The scene may re-connect later, as its session was not neccessarily discarded (see `application:didDiscardSceneSessions` instead).
  }

  func sceneDidBecomeActive(_ scene: UIScene) {
    // Called when the scene has moved from an inactive state to an active state.
    // Use this method to restart any tasks that were paused (or not yet started) when the scene was inactive.
  }

  func sceneWillResignActive(_ scene: UIScene) {
    // Called when the scene will move from an active state to an inactive state.
    // This may occur due to temporary interruptions (ex. an incoming phone call).
  }

  func sceneWillEnterForeground(_ scene: UIScene) {
    // Called as the scene transitions from the background to the foreground.
    // Use this method to undo the changes made on entering the background.
  }

  func sceneDidEnterBackground(_ scene: UIScene) {
    // Called as the scene transitions from the foreground to the background.
    // Use this method to save data, release shared resources, and store enough scene-specific state information
    // to restore the scene back to its current state.
  }


}

